Re: Knockback

ShockehShockeh If a packet drops on the web and nobody's near to see it... Join Date: 2002-11-19 Member: 9336NS1 Playtester, Forum Moderators, Constellation
<div class="IPBDescription">In 1.1</div> Will there be any changes?

Knockback on the floor as it is, seems fine. But if you hit a marine mid flight atm, he hurtles a fair way, usually guaranteeing Skulk death. Will there be any changes?

(Hey, if you don't ask, you don't get.) <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->
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Comments

  • Mr_Radical_EdMr_Radical_Ed Join Date: 2002-09-05 Member: 1285Members
    edited April 2003
    y'know if they only added a jostling effect to your aim that would pretty much make it perfect
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    I seem to remember someone saying that no knockback was tested originally and without it, skulks were destroying marines...
  • taboofirestaboofires Join Date: 2002-11-24 Member: 9853Members
    I never really appreciated knockback until I got thrown into the marine base pit in ns_nothing by a skulk. He only bit me once, and I could have taken him, except that I was now plummeting to my death...

    Otherwise, this is mostly a HL engine problem. The work required to fix it may very well not be worth while. Or, it might be fixed up inadvertantly by adding the bhopping fix, although not necessarily in a way everyone will like.
  • zipperzipper Join Date: 2002-11-03 Member: 5590Members
    Well Skulks <i>are</i> more agile than Marines, so common sense would dictate that Marines should, more than likely, get mauled in CQC, not fly back like they are wearing an invisible Jet-Pack.
  • KastroKastro Join Date: 2002-11-16 Member: 8888Members
    well, i dont see how aliens would own marines if they took it out. marines arent really meant to be up close and personal, youre supposed to sit back and let the skulks come to you, then you advance to wherever youre tryin to go. everybody cries for teamwork so even if a skulk waited and ambushed you, im guessing all of you would have a teamate there to help get the little bugger off. <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html/emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif'><!--endemo--> <!--emo&::asrifle::--><img src='http://www.unknownworlds.com/forums/html/emoticons/asrifle.gif' border='0' style='vertical-align:middle' alt='asrifle.gif'><!--endemo-->

    people use real life to compare things in ns so ill do the same with this: it makes no sense for a marine to bounce up and down while continuously shooting then get launched back 15 feet when my teeth sink into his armor/flesh. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo-->

    it feels like im not even biting marines, its more like im just pushing them away with some damage. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • MMZ_TorakMMZ_Torak Join Date: 2002-11-02 Member: 3770Members
    edited April 2003
    With knockback, the marine is given a chance at survival because he is not in range for a second bite, which generally is enough to kill a marine. Without it, he is like a walking buffet table. The problem arises when people use the acceleration gained from the knockback to BH away and waste the skulk. This will probably be fixed with the bhing fix.
  • AhnteisAhnteis teh Bob Join Date: 2002-10-02 Member: 1405Members, NS1 Playtester, Constellation
    <!--QuoteBegin--MMZ>Torak+Apr 4 2003, 08:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (MMZ>Torak @ Apr 4 2003, 08:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> With knockback, the marine is given a chance at survival because he is not in range for a second bite, which generally is enough to kill a marine. Without it, he is like a walking buffet table. The problem arises when people use the acceleration gained from the knockback to BH away and waste the skulk. This will probably be fixed with the bhing fix. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Errrm, isn't that the point? Marines get RANGED weapons. Aliens get very powerful MELEE attacks.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    Marines already have most of the advantages right now in combat.


    They don't need knockback.
  • KI6KI6 Join Date: 2002-11-01 Member: 3228Members
    I love playing as marines more than aliens, but I have to agree that skulks should have the right to have an advantage when fighting in CQC. Biteguns and the skulk's speed are designed for close combat while the marine's LMG is designed to stop anything from a distance (except onos; fades can be stopped with lvl 1 weapons provided a team of three or four fights back). The knockback effect makes the bitegun as useful as a marine trying to knife a lerk. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • Umbraed_MonkeyUmbraed_Monkey Join Date: 2002-11-25 Member: 9922Members
    i can tell you i can consistantly latch on a marine and bite him to death. i have never noticed this knockback effect. perhaps its my poor lag?
  • QQQ2QQQ2 Join Date: 2003-03-22 Member: 14796Members
    If the marine is standing still or running the bitekill is farily straight forward and easy... But I definitely agree with the knockback thing. This is one of my biggest peeves the way the marine totally flies out of your sight and across the room when jumping.
  • MoonMoon Join Date: 2002-11-16 Member: 8873Members
    edited April 2003
    Seems to me that knockback for "balance" purposes has been implemented (by accident or design) in the wrong place. If there's any knockback in the game it should surely appear in the form of aliens being slowed down by intense marine fire.

    This would not only be more realistic but keep things balanced (assuming knockback needs to be there for balance). The skulk would no longer have to worry about a marine flying away and should thus be more effective at close range; The marine would no longer stare in horror as he pours fire into this charging creature coming at him down a long,narrow hallway with his bullets seeming to do little more than spray a bit of green blood here and there.

    Net result: Marines more dangerous at a distance, Skulks more dangerous at close range.
  • SnO0PySnO0Py Join Date: 2003-02-27 Member: 14092Members
    Gameplay > Realism

    Giving the marines even MORE of an advantage in range than they already have would be too much of an unbalance. I think that skulk vs. marine is balanced fine and does not need to be changed.
  • BigwigBigwig Join Date: 2002-10-27 Member: 1646Members
    I think that knockback should be replaced with a quick 'jerk' on the marine screen, just enough to disorient him.
  • StoneburgStoneburg Join Date: 2002-11-11 Member: 8174Members
    My only thought on it is that it is weird. What can a full-grown skulk weigh? 40-50 pounds? A marine in full gear? At least 200 pounds. Why is the Marine knocked back? If a decent sized dog tried to "block" the shot of a normal sized basket ball player, I doubt the basket ball player would get knocked back <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->

    (Ps. I realise real physics has nothing to do with it, I'm just saying...)
  • MoonMoon Join Date: 2002-11-16 Member: 8873Members
    edited April 2003
    <!--QuoteBegin--SnO0Py+Apr 4 2003, 07:57 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SnO0Py @ Apr 4 2003, 07:57 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Gameplay > Realism

    Giving the marines even MORE of an advantage in range than they already have would be too much of an unbalance. I think that skulk vs. marine is balanced fine and does not need to be changed. <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    I think with the right tweaking it could work. I think most maps have a fair mix of long/mid/short range battle areas.

    I tend to agree with you that gameplay should be given priority over realism... but the danger here is that the further you stray from any sense of reality the harder (at least for some people) it is to suspend your disbelief i.e. the atmosphere of the game is negatively influenced in my opinion. It is very frustrating to have a marine escape at close range as a skulk...it is equally frustrating to riddle a skulk with gunfire and still die because it runs right up to you from a distance (down a narrow corridor) without being slowed in the least despite taking obvious multiple hits.

    I guess what I'm saying is that balance would be preserved by making marines more dangerous at long range and skulks more dangerous at close range.
  • KenichiKenichi This is not a pie. Join Date: 2002-11-01 Member: 2941Members, NS1 Playtester
    This thread makes me want to die.
  • Frogg2Frogg2 Join Date: 2002-11-02 Member: 4867Members, Constellation
    Making a skulk slowdown when being shot at would render marines practically invincible...
  • eve_playeroneeve_playerone Join Date: 2003-02-24 Member: 13929Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    I tend to agree with you that gameplay should be given priority over realism... but the danger here is that the further you stray from any sense of reality the harder (at least for some people) it is to suspend your disbelief i.e. the atmosphere of the game is negatively influenced in my opinion.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    dude just because the ALIEN biting the marine in this GAME on your COMPUTER doesn't mimic the way you react when your dog attacks you irl when your playing irlns. doesn't nessassarly mean it should in ns the video game.
  • JusticeBladeJusticeBlade Join Date: 2002-12-23 Member: 11440Members
    You want to stop skulks in narrow hallways? Get a shotty. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->
  • MoonMoon Join Date: 2002-11-16 Member: 8873Members
    <!--QuoteBegin--eve.playerone+Apr 4 2003, 10:05 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (eve.playerone @ Apr 4 2003, 10:05 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->
    I tend to agree with you that gameplay should be given priority over realism... but the danger here is that the further you stray from any sense of reality the harder (at least for some people) it is to suspend your disbelief i.e. the atmosphere of the game is negatively influenced in my opinion.
    <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
    dude just because the ALIEN biting the marine in this GAME on your COMPUTER doesn't mimic the way you react when your dog attacks you irl when your playing irlns. doesn't nessassarly mean it should in ns the video game. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    True. The point is not that NS has to mimic reality exactly but when strange things happen...like a marine flying backwards because of a bite... some people think that this detracts from the overall feeling of being there.
  • MoonMoon Join Date: 2002-11-16 Member: 8873Members
    <!--QuoteBegin--JusticeBlade+Apr 4 2003, 10:47 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (JusticeBlade @ Apr 4 2003, 10:47 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> You want to stop skulks in narrow hallways? Get a shotty. <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo--> <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Thats good advice <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo--> Makes me think of one of my favourite quotes from 'Tombstone'...."I have two guns,one for each of ya"
  • MoonMoon Join Date: 2002-11-16 Member: 8873Members
    <!--QuoteBegin--Frogg2+Apr 4 2003, 09:56 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Frogg2 @ Apr 4 2003, 09:56 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Making a skulk slowdown when being shot at would render marines practically invincible... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    It depends ...

    i) how much slowdown ?
    ii) how much the fact that marines would no longer be knocked back by skulks improve skulk kills ?
    iii) what sort of combat environment ?...long hallways ? open spacious rooms ?
    iv) how many combatants ?

    Probably quite a number of other factors.
  • TerminotaurTerminotaur Join Date: 2002-11-01 Member: 3132Members
    Knockback makes marines with level 1 armor better close quarter combatants than skulks if they have very good aim and the understanding that they will get thrown 5 feet if they jump when the skulk bites them. This is just as bad as bhopping in a gameplay and realism sense. I'd like to think I can bhop fairly well, but there's a point where you have to realize that these type of things don't belong in a game like NS and belong in games like Team Fortress or Quake.

    At long range, marines completely dominate skulks. Marines would not need the help of a slowdown feature, especially with hints of decreased muzzle flash in 1.1. At short range, it's a bit more even when two good players face off, but the marine can usually come out on top if he bhops like mad and exploits the being launched when hit "feature." Evenly balanced CQC or CQC geared toward marines vs skulks should only occur if he's decked out with a shotgun or something other than stock equipment.
  • SnO0PySnO0Py Join Date: 2003-02-27 Member: 14092Members
    edited April 2003
    Usually I take down about 9 skulks when I camp outside a hive BY MYSELF, you know why? Because usually hive exits are long. You shouldent be burdended by long, narrow hallways. If you are, you dont need any more advantages, you just need to learn to aim. Marines take down a lvl 3 carapaced skulk in about 25-30 bullets, maybe less, but even if it is, think, thats like 1 skulk then another badly injured, hence you pull out your pistol...I can down down any marine in close quarters, but when they have teammates I usually only take out about 2/3 of them.

    What have we learned? Dont rambo. Stick together, and you can win. This applys to skulks too.
  • mousiehamstermousiehamster Join Date: 2003-03-15 Member: 14534Members
    If intense gunfire slows skulks down then the LMG should have recoil. Right now its pretty easy to keep a bead on a skulk that's runing straight at you from a corridor. Plus, prolonged fire from the LMG does not decrease accuracy at all - its like you're firing a laser gun. If skulks were slowed... eh Marines would be totally invincible (as the previous poster said).
  • MoonMoon Join Date: 2002-11-16 Member: 8873Members
    <!--QuoteBegin--mousiehamster+Apr 5 2003, 09:02 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (mousiehamster @ Apr 5 2003, 09:02 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> If intense gunfire slows skulks down then the LMG should have recoil. Right now its pretty easy to keep a bead on a skulk that's runing straight at you from a corridor. Plus, prolonged fire from the LMG does not decrease accuracy at all - its like you're firing a laser gun. If skulks were slowed... eh Marines would be totally invincible (as the previous poster said). <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Recoil would be fine with me. Would be nice to actually have something that "kicks" instead of something that "pops" <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html/emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.gif'><!--endemo-->.

    Seriously though... I think as Snoopy mentioned... sticking together is a major advantage. A group of marines against a group of skulks in a chaotic battle... I doubt skulk slow-down would make marines invincible (also keeping in mind that slow-down can be something very, very slight) . In a one-on-one battle with range...ja, marine probably would be practically invincible. I would argue that this is the point of having a gun though, right ? At close range though, I think the skulk would be well poised to finish a marine off quickly when all of sudden they no longer fly away when bitten. This would be the advantage of having a jaw-full of sharp,nasty pointed teeth. I guess the point that I'm trying to make is that with realism there can be balance...it just means that people will have to adapt playing styles.

    What I'm trying to get at as well is that IMO the game would be better served by having more decisive battles i.e. marine dead quickly or skulk dead quickly versus the marine hopping with a skulk nipping at his heels for quite some time before someone is killed. This is of course totally a personal preference...which most people probably would not like see happen. It does have one advantage though... with increasing realism you will need even more teamwork to be effective.
  • DTEHkDTEHk Join Date: 2002-10-14 Member: 1497Members
    edited April 2003
    I think Ns makes u apreciate and love the teamwork... so I say:
    "NO KNOCKBACKS" No1 is using a socketed LMG or HMG with some weird runes on it(too much diablo sorry)
  • KI6KI6 Join Date: 2002-11-01 Member: 3228Members
    <!--QuoteBegin--Bigwig+Apr 4 2003, 05:03 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Bigwig @ Apr 4 2003, 05:03 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think that knockback should be replaced with a quick 'jerk' on the marine screen, just enough to disorient him. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Erm... It's been done since v 1.0 <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • AnavrinAnavrin Join Date: 2002-10-30 Member: 1734Members
    The irony is that getting bounced back is actually realistic.

    The laws of physics? Well, guess what the coefficient of friction of air is; that's right, virtually nothing.

    And what happens when a force is applied to an object w/o friction? It accelerates in the same direction as the force. Now what happens when this object is already going in the same direction as the force applied? Correct, it goes even faster.

    The bounceback actually is of the same phenoma that allows rocket jumping; the Quake engine assumes no air friction, and any force applied in the air is directly translated into an increase/decrease in speed without any chance of slowing down unless the object in motion is in contact with a surface that has a significant coefficient of friction (ie: floor, water).

    In real life, a 50 pound object (skulk) travelling at a skulk's maximum running speed can actually knock someone who can jump as high as a marine and in the same direction as the skulk a long ways away. The problem is that few people can jump as high as the marines in NS can, few airborne people want to be hit by a 50 pound object going 1.5 times their speed, and few people can land on their feet after being hit. That's why it doesn't "appear" to be realistic, for a real marine would trip on his own legs and fall on his back.

    The only difference is that the skulk should be knocked back as well (every action has an equal and opposite reaction) at an equivilent momentum (read: they'd be knocked back at a higher speed)... which they obviously aren't.

    I guess my point is to defend that marine knockback by skulk tackle is actually reasonably realistic.
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